Angsaar wrote: ↑Tue, 19. Mar 19, 16:38
ledhead900 wrote: ↑Tue, 19. Mar 19, 15:32
Here I was ready to jump on the wagon of "how do fires in space make sense" then I left my argument at the door when I saw how properly shaded fires in the above images looks sooo damn nice and a good visual guide to damage done to a ship without even looking at the ship stats.
It does have it's charm, right?
Plus it's a useful reminder of what you already took out, as you pointed out!
No idea on how it'll affect performance on certain machines, or certain mods: can you imagine how insane a toothless 100+ towers+shields Taranis (by Takei Naodar on Nexus, not sure if every module is visually represented) would be to render?
I am not familiar with ship mods on Nexus, I don't plan on adding any ships to the game as this will require balance changes and I already use FOCW if I go throwing in fan-made ships it will **** up the balance and I am not a spreadsheet guru and will not balance them myself, actually I steered away from modding XR and kind of put off bothering too much right now with X4 simply because I do not XML as a language.
XML is tedious to write code in my honest opinion that is. I prefer the old X-script but failing that LUA will do nicely.
I really dislike how XML needs code formatting like BBCODE among other dislikes, mostly ones to do with having how one must reference properties for every call to work and needing to explicitly write each call than just take it from another loaded file. I probably do not have a clue what I am talking about tho is worth saying my XML skills are limited and there is no code complete for X4, I need some kind of sanity check on the code format.
There is however an XML to X: Script convert tool maybe I will into that as then I should be able to use the visual tools created for X3 for X4 .... maybe.
X4 does not use much GPU the CPU requirement is much higher, I could not even play XR smoothly on my i7-3820 4 core, I have a XEON 6 core now which handles a lot of CPU bound games MUCH better.
One thing to note :
Not using particle effects for the smoke?, so that will help performance on the downside I am on the fence if I like the smoke the way it is.
It is space, I am not entirely sure if I like smoke billowing out of things or if it should more of sparks. If going to go with smoke may I suggest re-working the smoke to be thing jets? See thruster exhausts for examples.
If you need reference material to have a look on google images for oil well fires -
Examples of oil well fire:

a mix of those and wider fires would look more appealing I think as if you think of SPACE you think vacuum seal, the only air would be coming from the ship's interior which would be pressurised no doubt, it is probably more likely fire in space would look more like the thin jet as it gets sucked out the hull of the ship, probably would not rise up with smoke either as there is nothing is no fuel for the fire outside the hull (I know reality sucks)
However, it still looks nice and could look a little better with some adjustments or change of visual effect.
Rekon you could pass us along the current project I will take a look at it in the game and test it on my machine to see what effect it has on performance. (I won't be uploading it anywhere)